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THE FINALS KS-23 Guide: Why This Heavy Shotgun Broke Season 11

Season 11 buffed the KS-23 from 100 to 110 damage. Ten points. Sounds small. It isn't.

 

THE FINALS KS-23 Guide: Why This Heavy Shotgun Broke Season 11

 

That 10% jump changes breakpoints, not just TTK charts. In a game full of RPG splash, fire ticks, turret chip, and stray teammate bullets, that extra damage is the difference between they escape at 5 HP and they're dead. This guide skips the fluff and gets straight into why it works, how to run it, and how to kill it.

 



 

Why the Buff Hits Harder Than It Looks

The math: 100 → 110 damage looks minor in a vacuum. Isolated TTK against a full-health dummy barely moves.

 

The reality: Nobody in THE FINALS fights at full health. Chip damage is everywhere.

Damage Source Effect on KS-23
RPG splash Softens targets before your shot lands
Fire / gas Turns 110 into an instant kill
Turret chip Fills the gap to your breakpoint
Teammate stray fire Converts your shot into a clean
Charge 'N' Slam Stacks burst + displacement

 

Bottom line: you don't need a perfect duel. You need one shot after the enemy's already been touched by anything else. In this game, someone always has been.

 

The Breakpoint That Changed Everything

Heavy has 350 HP. Here's why 110 damage broke the math:

Combo Old (100 dmg) Season 11 (110 dmg)
3 shots 300 (no kill) 330 (no kill)
3 shots + quick melee 340 (no kill)~370 (KILL)

 

That's a full Heavy going from barely survives to dead with the exact same combo. This is the real buff — not the TTK sheet, the melee finisher threshold.

 

Why It Fits the Meta So Well

Heavy already wants close-range, controlled fights. The KS-23 rewards exactly that.

 

Tools that make it worse for your enemies:

  • Mesh Shield — close distance safely
  • Winch Claw — pull targets into your range
  • RPG — pre-soften before you engage
  • Charge 'N' Slam — open or close a fight

 

Double Heavy is the real problem. Two KS-23s hitting the same target = that target folds almost instantly. Pair with a Cloak Light for picks or a Heal Beam Medium for sustain, and you've got a comp that punishes mistakes hard and forgives your own.

 

Best KS-23 Loadouts

All-Around (Start Here)

Slot Pick
SpecializationMesh Shield
Gadget 1RPG
Gadget 2Dome Shield
Gadget 3 Barricade or Pyro Mine

 

Aggressive / Solo Queue

Slot Pick
SpecializationWinch Claw
Gadget 1RPG
Gadget 2Dome Shield
Gadget 3 Frag or Pyro Mine

 

Pull an isolated target, land one shot, melee finish. Nasty against players holding loose angles.

 

Cashout Defense

Slot Pick
SpecializationMesh Shield
Gadget 1Dome Shield
Gadget 2Barricade
Gadget 3 Gas or Pyro Mine

 

Force chokepoints. Punish every entry.

 

How to Actually Play It

Fight rhythm: Peek → fire → break LOS → reposition → fire again. Never stand and trade like you're holding an LMG.

 

Reload discipline: If the fight lags for even 2 seconds, reload. A half-loaded KS-23 mid-cashout is how you lose the round.

 

Target priority: Shoot the damaged enemy, not the closest one. A half-health Medium dies faster than a full-health Heavy — and killing the Medium kills the heal train.

 

Don't waste shots on shields solo. Dumping your mag into a Mesh Shield with no team pressure just gets you punished on reload.

 

Check verticals. Doorway tunnel-vision gets you killed by anyone using ziplines, jump pads, or broken floors.

 

How to Counter the KS-23

Don't fight it on its terms. Deny the range it needs.

You See This Do This
Heavy holding a doorway Don't dry-push — use gas, fire, or flank
Double Heavy pushing Kite backward, shoot shields as a team
Winch Heavy hunting picks Stay near cover, avoid isolated angles
Heavy just emptied their magPush now — this is your window
Heal Beam Medium behind the Heavy Kill the Medium first, break the sustain loop

 

Best places to fight it: rooftops, open streets, wide rooms with exits.

Worst places: stairwells, elevators, tight cashout rooms.

 

If you're Light or Medium, your job is range denial. Rifles and SMGs beat this weapon before it closes distance — if you let it close distance, you already lost.

 

Does It Need a Nerf?

Yes — but not a gutting. The weapon wasn't dominant pre-Season 11. The damage number is the problem, not the concept.

Option Verdict
Revert to 100 damage Cleanest fix, restores old breakpoints
Drop to 104 damage Middle ground, keeps some reliability
Keep 110, fix ADS bloom Rewards precision instead of raw stats
Nerf to 90 damage Overkill — would kill the weapon's identity

 

A rollback to 100, or a tighter bloom pattern, fixes the oppressive breakpoints without deleting the gun from viability.

 

FAQ

Is the KS-23 the best Heavy weapon right now?

For most comps, yes. 110 damage improves burst, cleanup, and melee combo reliability across the board — especially in close-range cashout fights and double Heavy setups.

 

Why does it feel stronger than the TTK numbers suggest?

Because real fights involve chip damage from RPGs, fire, turrets, and teammates. The 110-damage buff crosses breakpoints that used to require perfect execution — now average shots finish the job.

 

What's the best KS-23 loadout?

KS-23 + Mesh Shield + RPG + Dome Shield + Barricade/Pyro Mine. Frontline pressure, survivability, and burst in one package.

 

How do I counter a KS-23 Heavy?

Keep range, avoid tight rooms, punish their reload window, and kill their support Medium first if they're running Heal Beam.

 

Will it get nerfed?

Almost certainly. A revert to 100 damage or a smaller cut to ~104 with tighter ADS bloom is the most likely — and healthiest — fix.

 

Bottom Line

The KS-23's 100→110 buff looks tiny on paper and massive in practice. It shifted the melee finisher breakpoint on Heavy's 350 HP pool, and that one change rippled through every chip-damage scenario in the game.

 

Run it with Mesh Shield, RPG, and Dome Shield if you want the safest value. Counter it with distance, reload timing, and target priority on their support. Expect a nerf — probably back to 100, maybe with bloom tuning instead. Until then, respect it or get deleted by it.

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